InputObject
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Ein InputObjekt stellt eine einzige Benutzeroberfläche dar, wie z. B. Mausbewegungen, Berührungen, Tastenklicks und mehr. Es wird erstellt, wenn ein Benutzeroberfläche beginnt.
Die Eigenschaften dieses Objekts variieren je nachdem, UserInputType . Jeder Arten von Eingang wird während der Lebensdauer eines Eingangs unter verschiedenen Änderungen an seinem Class.InputObject.UserInputState|User
Nachdem das Objekt am Beginn eines Eingangs erstellt wurde, bleibt dieselbe Instanz bestehen und wird aktualisiert, bis der Eingang beendet ist. Ergebniskannst du die Veränderungen des Objekts verfolgen, indem du das Ereignis Changed verwendest, als Benutzer die Eingabe änderst, die in Fr
Siehe auch:
- ContextActionService, der ein Input-Objekt an bound-Funktionen übergibt
- UserInputService , dessen Ereignisse und Funktionen oft InputObject verwenden
- GuiObject , dessen Ereignisse mit der Benutzeroberfläche verwandten Eingabegenommen werden
Code-Beispiele
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
Zusammenfassung
Eigenschaften
Ein Vector3, der die Delta zwischen Maus-/Joystick-Bewegungen beschreibt.
Enthält ein Enum, das die Art der verwendeten Eingabe beschreibt.
Beschreibt einen positionalen Wert dieses Eingangs.
Beschreibt den Zustand eines eingegebenen Zustands, nach einem bestimmten Flow, abhängig von der UserInputType .
Beschreibt die Art der Eingabe, die durchgeführt wird (Maus, Tastatur, Gamepad, Berührung usw.).
Methoden
Eigenschaften
Delta
Ein Vector3 , das die Delta (Änderung) zwischen Maus-/Joystick-Bewegungen beschreibt.
Dies ist nützlich, wenn Sie die Eingabe mit dem position des Eingabes verwenden, um die Position und den Bewegung des Maus/Joystick des Benutzers zu verfolgen, z. B. wenn Sie Benutzerdefinierte Bewegungs- oder Kamerascripte erstellen. Betrachten Sie die Verfolgung der Eingang-Obj
Be
Siehe auch:
Code-Beispiele
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties = {
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil,
}
local AngleX, TargetAngleX = 0, 0
local AngleY, TargetAngleY = 0, 0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.Position
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX, TargetAngleX = 0, 0
AngleY, TargetAngleY = 0, 0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x / sensitivity, input.Delta.y / sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
AngleY = AngleY + (TargetAngleY - AngleY) * 0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0, math.rad(AngleY), 0)
* CFrame.Angles(math.rad(AngleX), 0, 0)
end
end
local function InputBegan(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
KeyCode
Enthält ein Enum.KeyCode Enumer, das beschreibt, welche Art von Eingabe verwendet wurde. Für Arten von Eingaben wie Tastatur beschreibt dies, welche Taste gedrückt wurde. Für Eingaben wie die Maus bietet dies keine zusätzlichen Informationen.
Enums
<tr><td><b>Unbekannt</b></td><td>0</td><td /></tr><tr><td><b>Rücktaste</b></td><td>8</td><td /></tr><tr><td><b>Registerkarte</b></td><td>9</td><td /></tr><tr><td><b>Löschen</b></td><td>12</td><td /></tr><tr><td><b>Zurückkehren</b></td><td>13</td><td /></tr><tr><td><b>Pause anhalten</b></td><td>19</td><td /></tr><tr><td><b>Entkomme</b></td><td>27</td><td /></tr><tr><td><b>Leere</b></td><td>32</td><td /></tr><tr><td><b>Zitierter Double</b></td><td>34</td><td /></tr><tr><td><b>Hash</b></td><td>35</td><td /></tr><tr><td><b>Dollar</b></td><td>36</td><td /></tr><tr><td><b>Prozent</b></td><td>37</td><td /></tr><tr><td><b>Amper</b></td><td>38</td><td /></tr><tr><td><b>Zitat:</b></td><td>39</td><td /></tr><tr><td><b>Linker Elternteil</b></td><td>40</td><td /></tr><tr><td><b>Rechte Elternschaft</b></td><td>41</td><td /></tr><tr><td><b>Sternchen</b></td><td>42</td><td /></tr><tr><td><b>Plus</b></td><td>43</td><td /></tr><tr><td><b>Komma</b></td><td>44</td><td /></tr><tr><td><b>Minus</b></td><td>45</td><td /></tr><tr><td><b>Zeitraum</b></td><td>46</td><td /></tr><tr><td><b>Splash</b></td><td>47</td><td /></tr><tr><td><b>Null</b></td><td>48</td><td /></tr><tr><td><b>Eins</b></td><td>49</td><td /></tr><tr><td><b>Zwei</b></td><td>50</td><td /></tr><tr><td><b>Drei</b></td><td>51</td><td /></tr><tr><td><b>Vier</b></td><td>52</td><td /></tr><tr><td><b>Fünf</b></td><td>53</td><td /></tr><tr><td><b>Sechs</b></td><td>54</td><td /></tr><tr><td><b>Sieben</b></td><td>55</td><td /></tr><tr><td><b>Acht</b></td><td>56</td><td /></tr><tr><td><b>Neun</b></td><td>57</td><td /></tr><tr><td><b>Colon-Tag</b></td><td>58</td><td /></tr><tr><td><b>Semikolon</b></td><td>59</td><td /></tr><tr><td><b>Weniger als</b></td><td>60</td><td /></tr><tr><td><b>Gleichheiten</b></td><td>61</td><td /></tr><tr><td><b>Größer als</b></td><td>62</td><td /></tr><tr><td><b>Frage</b></td><td>63</td><td /></tr><tr><td><b>An</b></td><td>64</td><td /></tr><tr><td><b>Linker Bracket</b></td><td>91</td><td /></tr><tr><td><b>Rückwärtsschlag</b></td><td>92</td><td /></tr><tr><td><b>Rechter Bracket</b></td><td>93</td><td /></tr><tr><td><b>Pflege</b></td><td>94</td><td /></tr><tr><td><b>Unterstrich</b></td><td>95</td><td /></tr><tr><td><b>Zitat zurückblenden</b></td><td>96</td><td /></tr><tr><td><b>A</b></td><td>97</td><td /></tr><tr><td><b>B</b></td><td>98</td><td /></tr><tr><td><b>C-</b></td><td>99</td><td /></tr><tr><td><b>D</b></td><td>100</td><td /></tr><tr><td><b>E</b></td><td>101</td><td /></tr><tr><td><b>F-Taste</b></td><td>102</td><td /></tr><tr><td><b>G</b></td><td>103</td><td /></tr><tr><td><b>H</b></td><td>104</td><td /></tr><tr><td><b>Ich</b></td><td>105</td><td /></tr><tr><td><b>J</b></td><td>106</td><td /></tr><tr><td><b>K</b></td><td>107</td><td /></tr><tr><td><b>L</b></td><td>108</td><td /></tr><tr><td><b>M</b></td><td>109</td><td /></tr><tr><td><b>N</b></td><td>110</td><td /></tr><tr><td><b>O</b></td><td>111</td><td /></tr><tr><td><b>P</b></td><td>112</td><td /></tr><tr><td><b>Q-Taste</b></td><td>113</td><td /></tr><tr><td><b>R-Taste</b></td><td>114</td><td /></tr><tr><td><b>S</b></td><td>115</td><td /></tr><tr><td><b>T</b></td><td>116</td><td /></tr><tr><td><b>U-Taste</b></td><td>117</td><td /></tr><tr><td><b>V-Taste</b></td><td>118</td><td /></tr><tr><td><b>W</b></td><td>119</td><td /></tr><tr><td><b>X</b></td><td>120</td><td /></tr><tr><td><b>Y</b></td><td>121</td><td /></tr><tr><td><b>Z</b></td><td>122</td><td /></tr><tr><td><b>Linkskurve</b></td><td>123</td><td /></tr><tr><td><b>Rohr</b></td><td>124</td><td /></tr><tr><td><b>Rechtskrümel</b></td><td>125</td><td /></tr><tr><td><b>Umlaut</b></td><td>126</td><td /></tr><tr><td><b>Löschen</b></td><td>127</td><td /></tr><tr><td><b>KeypadZero</b></td><td>256</td><td /></tr><tr><td><b>KeypadOne</b></td><td>257</td><td /></tr><tr><td><b>KeypadTwo</b></td><td>258</td><td /></tr><tr><td><b>Tastatur drei</b></td><td>259</td><td /></tr><tr><td><b>KeypadFour-Taste</b></td><td>260</td><td /></tr><tr><td><b>KeypadFive-Taste</b></td><td>261</td><td /></tr><tr><td><b>KeypadSix</b></td><td>262</td><td /></tr><tr><td><b>KeypadSeven</b></td><td>263</td><td /></tr><tr><td><b>KeypadEight</b></td><td>264</td><td /></tr><tr><td><b>KeypadNeun</b></td><td>265</td><td /></tr><tr><td><b>Tastaturzeitpunkt</b></td><td>266</td><td /></tr><tr><td><b>Tastaturteiler)</b></td><td>267</td><td /></tr><tr><td><b>Tastatur-Multiplikator</b></td><td>268</td><td /></tr><tr><td><b>TastaturMinus</b></td><td>269</td><td /></tr><tr><td><b>Tastatur-Plus</b></td><td>270</td><td /></tr><tr><td><b>Tastatur-Eingabekeypad</b></td><td>271</td><td /></tr><tr><td><b>KeypadEquals</b></td><td>272</td><td /></tr><tr><td><b>Nach oben</b></td><td>273</td><td /></tr><tr><td><b>Nach unten</b></td><td>274</td><td /></tr><tr><td><b>Rechts</b></td><td>275</td><td /></tr><tr><td><b>Links</b></td><td>276</td><td /></tr><tr><td><b>Einfügen</b></td><td>277</td><td /></tr><tr><td><b>Startseite</b></td><td>278</td><td /></tr><tr><td><b>Ende</b></td><td>279</td><td /></tr><tr><td><b>Seite nach oben</b></td><td>280</td><td /></tr><tr><td><b>Seite nach unten</b></td><td>281</td><td /></tr><tr><td><b>LinkssShift</b></td><td>304</td><td /></tr><tr><td><b>Rechtsverschiebung</b></td><td>303</td><td /></tr><tr><td><b>LinksMeta</b></td><td>310</td><td /></tr><tr><td><b>RechteMeta</b></td><td>309</td><td /></tr><tr><td><b>LinkAlt</b></td><td>308</td><td /></tr><tr><td><b>Rechtsalt</b></td><td>307</td><td /></tr><tr><td><b>Linkskontrolle</b></td><td>306</td><td /></tr><tr><td><b>RechteSteuerung</b></td><td>305</td><td /></tr><tr><td><b>CapsLock</b></td><td>301</td><td /></tr><tr><td><b>NumLock</b></td><td>300</td><td /></tr><tr><td><b>ScrollLock</b></td><td>302</td><td /></tr><tr><td><b>LinkSuper</b></td><td>311</td><td /></tr><tr><td><b>Rechts-Super</b></td><td>312</td><td /></tr><tr><td><b>Modus</b></td><td>313</td><td /></tr><tr><td><b>Zusammensetzen</b></td><td>314</td><td /></tr><tr><td><b>Hilfe</b></td><td>315</td><td /></tr><tr><td><b>Drucken</b></td><td>316</td><td /></tr><tr><td><b>SysReq</b></td><td>317</td><td /></tr><tr><td><b>Brechen</b></td><td>318</td><td /></tr><tr><td><b>Menü</b></td><td>319</td><td /></tr><tr><td><b>Macht</b></td><td>320</td><td /></tr><tr><td><b>Euro</b></td><td>321</td><td /></tr><tr><td><b>Rückgängigmachen</b></td><td>322</td><td /></tr><tr><td><b>F1</b></td><td>282</td><td /></tr><tr><td><b>F2</b></td><td>283</td><td /></tr><tr><td><b>F3</b></td><td>284</td><td /></tr><tr><td><b>F4</b></td><td>285</td><td /></tr><tr><td><b>F5</b></td><td>286</td><td /></tr><tr><td><b>F6</b></td><td>287</td><td /></tr><tr><td><b>F7</b></td><td>288</td><td /></tr><tr><td><b>F8</b></td><td>289</td><td /></tr><tr><td><b>F9</b></td><td>290</td><td /></tr><tr><td><b>F10</b></td><td>291</td><td /></tr><tr><td><b>F11</b></td><td>292</td><td /></tr><tr><td><b>F12</b></td><td>293</td><td /></tr><tr><td><b>F13</b></td><td>294</td><td /></tr><tr><td><b>F14</b></td><td>295</td><td /></tr><tr><td><b>F15</b></td><td>296</td><td /></tr><tr><td><b>Welt0</b></td><td>160</td><td /></tr><tr><td><b>Welt1</b></td><td>161</td><td /></tr><tr><td><b>Welt2</b></td><td>162</td><td /></tr><tr><td><b>Welt3</b></td><td>163</td><td /></tr><tr><td><b>Welt4</b></td><td>164</td><td /></tr><tr><td><b>Welt5</b></td><td>165</td><td /></tr><tr><td><b>Welt6</b></td><td>166</td><td /></tr><tr><td><b>Welt 7</b></td><td>167</td><td /></tr><tr><td><b>Welt8</b></td><td>168</td><td /></tr><tr><td><b>Welt 9</b></td><td>169</td><td /></tr><tr><td><b>Welt10</b></td><td>170</td><td /></tr><tr><td><b>Welt11</b></td><td>171</td><td /></tr><tr><td><b>Welt12</b></td><td>172</td><td /></tr><tr><td><b>Welt13</b></td><td>173</td><td /></tr><tr><td><b>Welt14</b></td><td>174</td><td /></tr><tr><td><b>Welt15</b></td><td>175</td><td /></tr><tr><td><b>Welt16</b></td><td>176</td><td /></tr><tr><td><b>Welt17</b></td><td>177</td><td /></tr><tr><td><b>Welt18</b></td><td>178</td><td /></tr><tr><td><b>Welt19</b></td><td>179</td><td /></tr><tr><td><b>Welt 20</b></td><td>180</td><td /></tr><tr><td><b>Welt 21</b></td><td>181</td><td /></tr><tr><td><b>Welt22</b></td><td>182</td><td /></tr><tr><td><b>Welt23</b></td><td>183</td><td /></tr><tr><td><b>World24</b></td><td>184</td><td /></tr><tr><td><b>Welt25</b></td><td>185</td><td /></tr><tr><td><b>Welt 26</b></td><td>186</td><td /></tr><tr><td><b>Welt 27</b></td><td>187</td><td /></tr><tr><td><b>Welt 28</b></td><td>188</td><td /></tr><tr><td><b>Welt29</b></td><td>189</td><td /></tr><tr><td><b>World30</b></td><td>190</td><td /></tr><tr><td><b>Welt31</b></td><td>191</td><td /></tr><tr><td><b>World32</b></td><td>192</td><td /></tr><tr><td><b>Welt33</b></td><td>193</td><td /></tr><tr><td><b>Welt34</b></td><td>194</td><td /></tr><tr><td><b>World35</b></td><td>195</td><td /></tr><tr><td><b>World36</b></td><td>196</td><td /></tr><tr><td><b>Welt37</b></td><td>197</td><td /></tr><tr><td><b>Welt38</b></td><td>198</td><td /></tr><tr><td><b>Welt39</b></td><td>199</td><td /></tr><tr><td><b>Welt40</b></td><td>200</td><td /></tr><tr><td><b>Welt41</b></td><td>201</td><td /></tr><tr><td><b>Welt42</b></td><td>202</td><td /></tr><tr><td><b>Welt43</b></td><td>203</td><td /></tr><tr><td><b>Welt44</b></td><td>204</td><td /></tr><tr><td><b>Welt45</b></td><td>205</td><td /></tr><tr><td><b>Welt46</b></td><td>206</td><td /></tr><tr><td><b>Welt47</b></td><td>207</td><td /></tr><tr><td><b>Welt48</b></td><td>208</td><td /></tr><tr><td><b>Welt49</b></td><td>209</td><td /></tr><tr><td><b>Welt50</b></td><td>210</td><td /></tr><tr><td><b>Welt51</b></td><td>211</td><td /></tr><tr><td><b>Welt52</b></td><td>212</td><td /></tr><tr><td><b>Welt53</b></td><td>213</td><td /></tr><tr><td><b>Welt54</b></td><td>214</td><td /></tr><tr><td><b>Welt55</b></td><td>215</td><td /></tr><tr><td><b>Welt56</b></td><td>216</td><td /></tr><tr><td><b>Welt57</b></td><td>217</td><td /></tr><tr><td><b>Welt58</b></td><td>218</td><td /></tr><tr><td><b>Welt59</b></td><td>219</td><td /></tr><tr><td><b>World60</b></td><td>220</td><td /></tr><tr><td><b>Welt61</b></td><td>221</td><td /></tr><tr><td><b>Welt62</b></td><td>222</td><td /></tr><tr><td><b>Welt63</b></td><td>223</td><td /></tr><tr><td><b>World64</b></td><td>224</td><td /></tr><tr><td><b>World65</b></td><td>225</td><td /></tr><tr><td><b>World66</b></td><td>226</td><td /></tr><tr><td><b>World67</b></td><td>227</td><td /></tr><tr><td><b>World68</b></td><td>228</td><td /></tr><tr><td><b>Welt69</b></td><td>229</td><td /></tr><tr><td><b>Welt70</b></td><td>230</td><td /></tr><tr><td><b>Welt71</b></td><td>231</td><td /></tr><tr><td><b>Welt72</b></td><td>232</td><td /></tr><tr><td><b>Welt73</b></td><td>233</td><td /></tr><tr><td><b>Welt74</b></td><td>234</td><td /></tr><tr><td><b>Welt75</b></td><td>235</td><td /></tr><tr><td><b>Welt76</b></td><td>236</td><td /></tr><tr><td><b>Welt77</b></td><td>237</td><td /></tr><tr><td><b>Welt78</b></td><td>238</td><td /></tr><tr><td><b>Welt 79</b></td><td>239</td><td /></tr><tr><td><b>Welt80</b></td><td>240</td><td /></tr><tr><td><b>Welt81</b></td><td>241</td><td /></tr><tr><td><b>Welt82</b></td><td>242</td><td /></tr><tr><td><b>Welt83</b></td><td>243</td><td /></tr><tr><td><b>Welt84</b></td><td>244</td><td /></tr><tr><td><b>Welt85</b></td><td>245</td><td /></tr><tr><td><b>Welt86</b></td><td>246</td><td /></tr><tr><td><b>Welt87</b></td><td>247</td><td /></tr><tr><td><b>Welt88</b></td><td>248</td><td /></tr><tr><td><b>Welt89</b></td><td>249</td><td /></tr><tr><td><b>Welt90</b></td><td>250</td><td /></tr><tr><td><b>Welt91</b></td><td>251</td><td /></tr><tr><td><b>Welt92</b></td><td>252</td><td /></tr><tr><td><b>Welt93</b></td><td>253</td><td /></tr><tr><td><b>Welt 94</b></td><td>254</td><td /></tr><tr><td><b>Welt95</b></td><td>255</td><td /></tr><tr><td><b>ButtonX</b></td><td>1.000</td><td /></tr><tr><td><b>ButtonY</b></td><td>1001</td><td /></tr><tr><td><b>ButtonA</b></td><td>1002</td><td /></tr><tr><td><b>ButtonB</b></td><td>1003</td><td /></tr><tr><td><b>ButtonR1</b></td><td>1004</td><td /></tr><tr><td><b>ButtonL1</b></td><td>1005</td><td /></tr><tr><td><b>ButtonR2</b></td><td>1006</td><td /></tr><tr><td><b>ButtonL2</b></td><td>1007</td><td /></tr><tr><td><b>ButtonR3</b></td><td>1008</td><td /></tr><tr><td><b>ButtonL3</b></td><td>1009</td><td /></tr><tr><td><b>ButtonStart</b></td><td>1010</td><td /></tr><tr><td><b>ButtonSelect</b></td><td>1011</td><td /></tr><tr><td><b>DPadLeft</b></td><td>1012</td><td /></tr><tr><td><b>DPadRight</b></td><td>1013</td><td /></tr><tr><td><b>DPad nach oben</b></td><td>1014</td><td /></tr><tr><td><b>DPad nach unten</b></td><td>1015</td><td /></tr><tr><td><b>Thumbstick1</b></td><td>1016</td><td /></tr><tr><td><b>Thumbstick2</b></td><td>1017</td></tr>
Name | Wert | Beschreibung |
---|
Siehe auch:
Code-Beispiele
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end
Position
Diese Eigenschaft beschreibt einen Vector3 positional Wert dieses Eingangs.
Für Maus- und Touch-Eingaben ist dies die Bildschirmposition der Maus/Touch, die in den X- und Y-Komponenten beschrieben ist. Die Injektion, die auf GUI-Elemente angewendet wird (z. B. von der oberen Leiste), wird in der Position berücksichtigt.
Für die Mausrad-Eingabe beschreibt der Z-Komponente, ob das Rad nach vorne (1), hinten (–1) oder überhaupt nicht bewegt wurde (0).
Für Enum.KeyCode Eingabe zeigt dies die Position des Spieler:inan.
Beachten Sie, dass ein InputObject entsprechend Enum.UserInputType.MouseButton1 (klickenMa
Siehe auch
Code-Beispiele
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
UserInputState
UserInputState beschreibt den Zustand eines eingegebenen Ereignisses, nach einem bestimmten Flow, abhängig von der UserInputType . Es verwendet die Liste des gleichen Namens, Enum.UserInputState . Siehe die Liste der möglichen Werte für dieses Eigenschaften auf der Registerkarte Ereignisse.
Siehe auch:
Code-Beispiele
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end
UserInputType
UserInputType ist eine Eigenschaft, die für welche Art von Eingabe dies InputObject repräsentiert, wie z. B. Maus, Tastatur, Touch oder Gamepad-Eingang. Es verwendet die Liste des gleichen Namens, Enum.UserInputType . Siehe die Liste der möglichen Werte für diese Eigenschaften.
Siehe auch:
Code-Beispiele
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end